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Hinterland Harbor enters the battlefield tapped unless you control a Forest or an Island.
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Hinterland Harbor Discussion
1 week ago
You're off to a good start! Here are some nonbasic lands you can use that are budget friendly:
- Command Tower
- Hinterland Harbor
- Lumbering Falls
- Mosswort Bridge
- Simic Guildgate
- Tectonic Edge
- Temple of Mystery
- Thornwood Falls
- Yavimaya Coast
I would recommend you run somewhere between 36 and 40 lands (this is including basic lands).
As a green deck, I strongly recommend you make room for some ramp spells. The higher your mana curve the more you should run. They make it easier to cast your bigger spells, recast your commander and ensure you don't get mana stalled. Here are several budget options:
- Arbor Elf
- Circuitous Route
- Courser of Kruphix
- Elvish Mystic
- Explosive Vegetation
- Fyndhorn Elves
- Hunting Wilds
- Khalni Heart Expedition
- Kodama's Reach
- Llanowar Elves
- Search for Tomorrow
As a blue deck, you may want to make room for a few counterspells, not too many though. You are already running Fuel for the Cause which is good for your deck and Turn Aside you are also running is good to protect your commander and other things. Here are a few budget options:
I hope this helps!
2 weeks ago
First off, in my opinion, your list has too many lands. I would drop two islands and a forest and add a 4th Hinterland Harbor.
The second thing I can recommend is to drop Opt and add a few copies of Jade Bearer and Mist-Cloaked Herald. While Opt is a strong card for 1 mana, when playing Merfolk, you really want to get a creature onto the board turn 1. In the late game, it does help find you cards you need, but the deck wants to win fairly early and will struggle late game even with Opt.
If you need any more help or suggestions, check out my list.
SCORE: 192 | 71 COMMENTS | 69738 VIEWS | IN 87 FOLDERS
2 weeks ago
Have you taken this to FNM yet? Have any good results?
Also, I understand the reason for the Vivid lands, but them entering tapped slows your deck down even more. Any thought to lands like City of Brass, Mana Confluence, Reflecting Pool, or some of the buddy lands like Isolated Chapel or Hinterland Harbor that can come in untapped most of the time.
3 weeks ago
Hey OH, I suggest looking for inspiration from the current Golgari decks in Standard by including the graveyard engine of Find / Finality and Golgari Findbroker. This is a more consistent graveyard engine than Journey.
This doesn't mean you should cut blue; blue can make your deck unique, if you care about that. You can plug Muldrotha into Golgari and blue gives you Thief of Sanity, Hostage Taker as well as sideboard Negate. These are cards that Golgari doesn't have access to. Thief, Hostage are excellent creatures to recur especially Thief because he's going to die; your opponent can't let him stay alive. Having ways to recur him puts a lot of pressure on your opponent to have removal at the right time. Thief is good with Find; for two mana recurring it and another creature is great value.
Muldrotha can benefit from ramp because it's a six drop creature and you want lot of mana to be able to play multiple permanents from your graveyard each turn. Consider Gift of Paradise? Muldrotha and Findbroker can recur it, it can help to make blue mana and the 3 life gain is relevant. Paradise can also help to cast all the four drops which there's a lot of them you want to play. I like Paradise as ramp with main deck Finality and sideboard Ritual of Soot.
To play Thief you'll want minimum 12 sources of blue to consistently be able to play it turn three. An example: 4x Watery Grave, 4x Hinterland Harbor, 3x Drowned Catacomb, 1x Island. Vraska, Golgari Queen +2 sac seems good with Muldrotha and if Vraska dies then Muldrotha or Findbroker can recur her.
Good luck with your deck.
3 weeks ago
Painlands! Painlands are great. Enemy painlands are nice and cheap, so pick up a Yavimaya Coast and a Shivan Reef! Hand Lands also end up useful, but only early on. If you feel like spending a bit extra, pick up a Rootbound Crag and a Hinterland Harbor. Charisma looks like fun here, and Temur Charm gives you a nice toolbox. As for sac outlets, I can't recommend Ashnod's Altar enough, but it's a tad pricey so you should definitely save up before spending money on it. Spawning Pit and High Market are great too! Detection Tower might be important against builds like Sigarda, Heron's Grace if you need Yasova to get through, and Talent of the Telepath fits the gameplan p well. Sry for the pricey cards, I just felt like a good upgrade path was important here, don't rush to get these!
3 weeks ago
Hi Jackh! If building a standard merfolk deck is what you're looking for, then have a look at my list.
SCORE: 182 | 68 COMMENTS | 65984 VIEWS | IN 82 FOLDERS
However, if what you're looking for is a budget merfolk deck that can be built on the cheap, then I can suggest some very fun cards.
Cold-Eyed Selkie Cursecatcher Harbinger of the Tides Kiora's Follower Master of Waves Merfolk Sovereign Merfolk Trickster Merrow Harbinger Prime Speaker Zegana Stonybrook Banneret Thada Adel, Acquisitor Vorel of the Hull Clade Wistful Selkie Spreading Seas
With some more that cost a few dollars each if you're looking to upgrade.
I'm sure I'm missing a few obvious choices, but hopefully you'll find a use for some of these cards. In my experience, some cards you may want to drop to make room are Herald of Secret Streams, River Sneak ,and vineshaper mystic .
Some cards that aren't related to Merfolk per say, but would be beneficial to your deck are: Giant Growth, Mana Leak, Unclaimed Territory , Botanical Sanctum(much cheaper out of standard), Hinterland Harbor, Lumbering Falls, Simic Growth Chamber, Temple of Mystery, Thornwood Falls, and Yavimaya Coast.
Sorry if all of this is a lot of information or if I've listed a lot of cards out of your price range, but there are defiantly some cheap upgrades to be made.
**edit I've noticed that tappedout has some card prices listed incorrectly, so check elsewhere first if you're thinking a card is too expensive.
1 month ago
Welcome to Tapped Out!
I too am running a Sultai deck in Standard currently, so good luck in your endeavors.
It would probably be a good idea to show the land base to know how balanced or unbalanced it is. Currently you're at a 2.46 CMC average meaning you should probably have 24 lands, but you do have Llanowar Elves, so you could get away with 23. Though I'd invest in some Evolving Wilds if you can't get a hold of any of the following lands: Drowned Catacomb, Hinterland Harbor, Overgrown Tomb, Watery Grave or Woodland Cemetery. That will allow you to search for a land in the event you only get two colors during your first couple of turns.
I'd look into Ochran Assassin as it has good synergy with Vraska, Golgari Queen, allowing you to use a creature that doesn't need to be unblockable. Thoughtbound Phantasm and Dimir Spybug would be good additions here. Instead of Demon of Catastrophes, Doom Whisperer is a primo card right now.
You could also use Enhanced Surveillance and Gaea's Blessing to recycle your graveyard back into your library after you get a flipped Search for Azcanta.
1 month ago
Very well. Here goes;
First and foremost, mana is very important. Your calculation is spot on. However, the & need a little bit of tuning. The base could go down slightly, while elevating your sources due to necessity. So, for example - Hinterland Harbor could become Blooming Marsh. Also, for your off color fetchlands (I know that they serve their purpose), if possible, try to make trades for Polluted Delta. It would seriously make all the difference. On another note; man lands are extremely useful in midrange/control shells. I know that Creeping Tar Pit is slightly expensive, but Lumbering Falls is a decent replacement, along with Treetop Village. The choice is yours regarding those two.
Now, as for actual meat & bones, I would start with the creature selection. I know that Snapcaster Mage is expensive, but Jace, Vryn's Prodigy Flip is a great substitute. the only drawbackis that Jace does not have Flash, however, Jace has reoccurring card selection and may or may not grant better draws.
Also, Scavenging Ooze is a very nice inclusion and gets larger with time, while helping out against weaker matchups, i.e. burn, dredge.
So for creature changes, in my humble opinion - I would do something like this:
4x Grim Flayer
Now, onto non-creature spells. Personally, removing Seasons Past, Disdainful Stroke, Disallow, and other clunkier spells would intensify this decks pressure aspect. I would also work on finding a way to trade or save up for some allotment of Assassin's Trophy. The card does what Abrupt Decay cannot when necessary. Allow me to make a suggestion;
-2x Spell Pierce
-1x Seasons Past
-3x Serum Visions
+1x Cast Down Hits Tron creatures and big bodies that Push cannot.
these two Jaces just do not apply enough pressure/concern for their mana investment.
for any of these as you see fit
+(x) Ob Nixilis Reignited
+(x) Jace Beleren
I hope that this assists you in your journey to build . feel free to pick my brain and pardon me for the late reply friend.